Rhipodon
Huge Legendary Black Dragon
AC 19 (Natural Armor)
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a. Section 1(e), and are not Open Content: All trademarks, proper names (characters, place names etc.), dialogue, plots, story elements,
Hit Points 270 (20d12+140)
locations, characters, artwork, graphics, sidebars, and trade dress. Open Game Content: The Open Content in this paper includes the monster statistics and monster abilities. No other portion of this work may be reproduced in any form without permission.
Speed 50 ft., fly 90 ft.
STR DEX CON INT WIS CHA
26(+8) 20(+5) 24(+8) 20(+5) 18(+4) 24(+7)
Saving Throws Dex +11, Con + 14, Wis + 10
Skills arcana +11 perception +10
Damage Resistances cold
Damage Immunities necrotic
Condition Immunities exhausted
Senses truesight 120 ft., passive perception 20
Magical Resistance. Rhipodon has advantage on saving throws against
spells and other magical effects.
Legendary Resistance (3/day). If Rhipodon fails a saving throw, Rhipodon
can choose to succeed instead.
ACTIONS
Multiattack. Rhipodon makes three attacks. Two claw attacks and one bite
attack.
Artwork by José Muñoz (this side) & Godfrey Escota (other side)
Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24
(3d10 + 8) slashing damage.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 27
(3d12 + 8) piercing damage and 14 (4d6) necrotic damage.
Deathbreath (recharge 5-6). Rhipodon exhales fire in a 60 foot cone.
All creatures within the cone must make a (DC 22) Dexterity saving throw,
taking 28 (8d6) necrotic damage on a failed save and half as much on a
successes.
LEGENDARY ACTIONS
Rhipodon can take 3 legendary actions, choosing from the options below.
Only one legendary action can be used at a time and only at the end of an
other creature’s turn. Rhipodon regains all spent legendary actions at the
start of its turn.
Detect. Rhipodon makes a Wisdom (Perception) check.
Animate Dead. As a legendary action, Rhipodon can animate one humanoid
corpse within 120 ft. It becomes a skeleton under Rhipodon’s control.
DnD_Miniadventures-Letter_EDIT_SPELLCODEX.indd 3 28-06-2022 13:38:27
Dragon Shield Mini Adventure #2
The
Curse of
its own; the captain of the guard is not
so sure. He has called in reinforcements
ing for the adventurers at the far end
of the catacomb stands a gravedigger
on statue’s belly in order to succeed. If
they do not place the sword back into the
Rhipodon to investigate the matter while he tries to
keep the people calm. The captain sus-
pects something awful may be coming
(commoner). She holds a sword emit-
ting the same strange, green light. Upon
inspection, the party notices that the
dragon, the dragon will animate, becom-
ing an avatar of Rhipodon with his stat
block, and burst through the roof to at-
Mini Adventure by Ian Spiegel-Blum, from the hills. Something ancient. Some- gravedigger’s arms are ribbed with black tack the city. Upon succeeding, the will-
Johannes Bahnsen & Christopher Larsen thing dark. He warns the adventurers of veins. She is deathly pale, with eyes like o’-wisps disappears, and the statue and
his suspicions and tells them to get rid of endless black pools. Once she has no- mausoleum crumbles to dust, purging
The dragon known as Rhipodon was killed on the cause, whatever it takes. ticed the adventurers, she taps the sword the graveyard of the curse of Rhipodon.
the battlefield on the “Day of Victory”. A ball on the ground. 1d6+1 skeletons punch
of fire charred the ground as cheers rose from the DON’T OPEN. DEAD INSIDE through the stone caskets and fling
armies witnessing his demise. The last dragon to As the adventure begins, the adventurers themselves at the adventurers in an am-
die at Northmarch, no one dreamed he would be have made their way from the city to the bush. The gravedigger, despite a pained
resurrected. Rhipodon had collected the bones of hillside and can see the first few tomb- look on her face suggesting she does
victims for over a thousand years on Arcania, stones. Atop one of the hills is a mau- not wish to cause them harm, attacks as
including the skull of a long dead mage named soleum that they could not see from the well. The sword deals 2d6 necrotic dam-
Saturion. The mage had cast a spell that would city. Carved into the obsidian walls are age on a hit.
restore himself and Rhipodon to immortal life, reliefs of a massive black dragon. If they If the gravedigger’s hitpoints drops
so long as the dragon died with but one of the turn around, they will see that the city to zero, the sword will drop onto the
mage’s bones intact in his possession. They now has become obscured, hidden by a cloud ground and the bright green light will
are forever bound in some ghastly scheme. of mist. As players make their way across fade, darkening the crypt. The gravedig-
the graveyard, they will notice that some ger is not dead yet. The adventurers may
It has been a century since the last Great graves appear to be dug up. choose to save her and can choose to
War came to the city of Nosfer. Sur- As players proceed, 1d4+2 zombies stabilize her. Otherwise, the gravedigger
rounded by hills, the last remaining sign attack. If an adventurer steps on a grave will begin making death saves with disad-
of war can be seen in the twisted and that isn’t dug up, roll 1d4. On a 1, a zom- vantage, as she bleeds out.
broken graves jutting up across the hilly bie will grab the adventurer’s leg before
landscape like black broken teeth. The crawling out to attack. The zombies RETURN TO SENDER
makeshift cemetery, known as Warriors’ rush forward relentlessly, until the ad- The sword is engraved with draconic
Landing, is the final resting place of venturers take cover inside the mauso- runes, spelling out the name Rhipodon.
untold soldiers from either side of the leum up ahead. Once the sword is touched, the runes
conflict. Most graves go unmarked, the glow again with green light that become
tombstones blank. CRYPTIC GLOW 1d4 will-o’-wisps and attack. The cat-
Recently, the city guard has report- As the adventurers enter the crypt in- acomb wall disintegrates revealing a
ed seeing a strange green light dancing side the mausoleum, they’ll discover a hidden chamber with a gigantic black
among the hillside graves. Blood cur- strange, green glow. The glow will lead dragon statue inside, its eyes glowing, a
dling screams ring out, sending the cit- them down three flights of stairs to a sword-sized hole in its gut. The adven-
izens into a horrified frenzy. Politicians large catacomb with six stone caskets turers must fight off the will-o’-wisps
say that the disturbance will go away on smashed into the walls of skulls. Wait- and place the sword back into the drag- KNIGHT CAPTAIN
DnD_Miniadventures-Letter_EDIT_SPELLCODEX.indd 4 28-06-2022 13:38:28